Dead Space 3 Interview: Sci-fi Survival Horror Multiplayer Make-over

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75w ago - Sony Blog Manager Fred Dutton has shared a Dead Space 3 interview with fans today announcing that the Sci-fi Survival Horror Multiplayer game is getting a make-over.

Below are the details, to quote: Next February sees the release of the third main entry in EA's critically lauded sci-fi survival horror series, Dead Space.

While the first two games followed very similar templates, the latest installment really mixes things up by introducing full co-op play to the main campaign.

The optional drop-in, drop-out multiplayer lets a second player join in the story as new character Sergeant John Carver. While the game is fully playable as a solo experience, if you play with friend you'll have an expanded story and get to experience a number of extra sequences and set-pieces.

We sat down with the game's producer Steve Papoutsis to find out how - and why - developer Visceral Games has implemented this new system and what fans of the series can expect from reluctant hero Isaac Clarke's latest adventure.

PlayStation.Blog: What goals did you set yourself when you first started work on Dead Space 3?

Steve Papoutsis, Producer of Dead Space 3: When we started...
 

Need For Speed Most Wanted Interview: Under the PS Vita Version Hood

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77w ago - Sony Blog Manager Fred Dutton has shared an interview today discussing Need For Speed Most Wanted, which offers a glimpse under the PS Vita version's hood.

To quote: Next week sees the keenly anticipated release of Need for Speed Most Wanted, the latest release from Criterion Games - the legendary UK racing specialist behind the Burnout series and Need For Speed: Hot Pursuit, the phenomenal 2010 entry in EA's long-running street racing franchise.

That the PlayStation 3 version is very, very good should come as no surprise, but somewhat more unexpected is the amount of care the studio has lavished on replicating the experience on PlayStation Vita. Producer Matt Webster and his team have squeezed almost the entire experience onto the handheld, and even found room for a little bit of extra content exclusive to the system.

We sat down with Matt earlier this week to find out exactly how Criterion has pulled it off.

PlayStation.Blog: What was your goal when you first started developing the PS Vita version of Most Wanted?

Matt Webster, Producer at Criterion Games: It was to make the same game - that was the goal.

As much as we possibly could, we wanted to deliver all the great things about the console...
 

Tales of Xillia Interview: Namco's RPG Series Gets Bigger & Bigger

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80w ago - Sony Blog Manager Fred Dutton has shared an interview today with Namco Bandai on their upcoming Tales of Xillia RPG series video game below.

To quote: Good news for anyone who's been enjoying Namco Bandai's enormous JRPG Tales of Graces F since its launch back in August: its immediate successor, Tales of Xillia, is on its way exclusively to PlayStation 3 in 2013.

We've struggled our way through an hour or so of the original Japanese version, which launched overseas back in 2011, and the 13th entry in the long-running series brings with it a number of significant new innovations for the much-loved franchise.

Duly, we took the time to check in with producer Hideo Baba while in Tokyo last month to find out exactly what fans should expect.

PlayStation Blog: What are the key new additions to the Tales formula since Tales of Graces?

Hideo Baba, Producer: There are many unique features in Xillia but I'd like to emphasise that the battle system is very unique and much improved over the previous title. Also, the portrayal of the game world and its atmosphere has also changed a lot too.

In the previous games the characters were very deformed - they were much shorter - but with Xillia the team has tried to show the characters in realistic proportions...
 

Killzone HD Re-Developer PS3 Interview - Part 2 Arrives

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80w ago - Killzone Community Editor Victor Zuylen has shared Part 2 of the Killzone HD Re-Developer PS3 interview today with fans.

To quote: In Part 1 of the Killzone HD (re-)developer interview, Guerrilla Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner discussed the challenges they faced while bringing Killzone to a new platform. In the second part of our interview, they talk about the changes and enhancements made to Killzone HD by the conversion team.

Victor Zuylen: Last week you explained how you retrieved the code and assets for the original Killzone. What happened once you handed them over to the conversion team?

Michiel van der Leeuw, Technical Director: That's where the real fun began! There were corruptions and missing bits in the exported data, which caused all kinds of weird artifacts like polygons shooting through the game world. For the conversion team, the first order of business was to go in and fix all that.

Frank Compagner, Senior Programmer: Our old exporters no longer functioned, so the conversion team rather ingeniously re-used portions of the Killzone 3 pipeline...
 

Resident Evil 6 Interview: Can Capcom Inject New Life Into the Undead?

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80w ago - SCEE Blog Manager Fred Dutton has shared an interview today with Capcom discussing their new Resident Evil 6 video game for the PS3 entertainment system.

Below are the details, to quote: It's a big week for gaming! The release of a new mainline Resident Evil game is one of those events where gamers the world over prepare to bunk off school/work and devote their every waking hour to the noble pursuit of zombie slaughter.

The sequel to 2009's Africa-set Resident Evil 5 is an absolute beast of a game, offering one of the largest single player campaigns in recent memory.

Ahead of its global release today, we caught up with executive producer Kobayashi-san, director Sasaki-san and producer Hirabayashi-san at Tokyo Game Show, to find out how Capcom went about creating such a mammoth title.

Fred Dutton, PlayStation.Blog Europe Manager: What makes Resident Evil 6 stand out from its predecessors?

Sasaki: I think it's the human drama that we really wanted to convey. The script is just so packed with stuff. Trying to blend everything from the script with the game design and make that come together was really a challenge. What we tried while writing the script was to incorporate the level design and the design of the game itself so they blended seamlessly...
 







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